Unity_Photon

Photon

1.0 Photon搭建

(2条消息) 【Unity3D】Photon环境搭建_photon框架_little_fat_sheep的博客-CSDN博客

2.0 连接云服务器

主要代码 :PhotonNetwork.ConnectUsingSettings();

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;

public class PhotonDemo : MonoBehaviour
{
    public GUISkin skin;//设置字体
    #region GUI Fields

    private List<string> photonState;
    #endregion
    /// <summary>
    /// 标记上一次的状态
    /// </summary>
    private ClientState previousState;
    private void Awake()
    {
        photonState = new List<string>();
    }
    private void Start()
    {
        //链接Photon Cloud
        bool connectResult = PhotonNetwork.ConnectUsingSettings();
        //初始状态
        previousState = PhotonNetwork.NetworkClientState;

        photonState.Add(previousState.ToString());
    }
    private void Update()
    {
        if (PhotonNetwork.NetworkClientState != previousState)
        {
            //如果当前状态更新,则添加到字典
            photonState.Add(previousState.ToString());
            //更新previous
            previousState = PhotonNetwork.NetworkClientState;
        }
    }
    void OnGUI()
    {
        GUI.skin = skin;
        for (int i = 0; i < photonState.Count; i++)
        {
            GUILayout.Label(photonState[i]);
        }
        
    }
}

链接成功。

3.0 创建房间

状态:ClientState.ConnectedToMasterServer

创建房间 : PhotonNetwork.CreateRoom(roomName);

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;

public class PhotonDemo : MonoBehaviour
{
    public GUISkin skin;
    #region GUI Fields

    private List<string> photonState;
    #endregion
    /// <summary>
    /// 标记上一次的状态
    /// </summary>
    private ClientState previousState;
    private string roomName = "room007";
    private string roomMaxCount = "2";

    private void Awake()
    {
        photonState = new List<string>();
    }
    private void Start()
    {
        //初始状态
        previousState = PhotonNetwork.NetworkClientState;
        photonState.Add(previousState.ToString());
    }
    private void Update()
    {
        if (PhotonNetwork.NetworkClientState != previousState)
        {
            //如果当前状态更新,则添加到字典
            photonState.Add(previousState.ToString());
            //更新previous
            previousState = PhotonNetwork.NetworkClientState;
        }
        
    }
    void OnGUI()
    {
        GUI.skin = skin;
        //显示过程中的全部信息
        /*        for (int i = 0; i < photonState.Count; i++)
                {
                    GUILayout.Label(photonState[i]);
                }*/
        //显示最新的
        switch (PhotonNetwork.NetworkClientState)
        {
            //未连接状态
            case ClientState.PeerCreated:
                ConnectToPhotonCloud();
                break;
            case ClientState.ConnectedToMasterServer:
                RoomOperation();
                break;
        }
        GUILayout.Label(photonState[photonState.Count - 1]);
    }
    /// <summary>
    /// 链接Photon Cloud
    /// </summary>
    private void ConnectToPhotonCloud()
    {
        if (GUILayout.Button("连接"))
        {
            //链接Photon Cloud
            bool connectResult = PhotonNetwork.ConnectUsingSettings();
        }
    }
    /// <summary>
    /// 房间操作
    /// </summary>
    private void RoomOperation()
    {
        GUILayout.Label("情输入房间名称:");
        roomName = GUILayout.TextField(roomName);
        GUILayout.Label("情输入房间最大人数:");
        roomMaxCount = GUILayout.TextField(roomMaxCount);
        if (GUILayout.Button("创建房间"))
        {
            //房间设置
            RoomOptions options = new RoomOptions();
            options.MaxPlayers = byte.Parse(roomMaxCount);
            //创建房间
            PhotonNetwork.CreateRoom(roomName);
        }
        if (GUILayout.Button("进入游戏大厅"))
        {
            //进入游戏大厅
            PhotonNetwork.JoinLobby();
        }
        if (GUILayout.Button("加入随机房间"))
        {
            //加入随机房间
            PhotonNetwork.JoinRandomRoom();
        }
    }
}

房间创建连接成功后。

join创建成功后。

4.0 回调

回调用于检测前序操作是否成功。

PhotonCallBackDemo :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;

public class PhotonCallBackDemo : MonoBehaviourPunCallbacks
{
    public override void OnConnected()
    {
        base.OnConnected();
        Debug.Log("Connected");
    }
    public override void OnConnectedToMaster()
    {
        base.OnConnectedToMaster();
        Debug.Log("Connected To MasterServer");
    }
    public override void OnDisconnected(DisconnectCause cause)
    {
        base.OnDisconnected(cause);
        Debug.Log("Disconnected:" + cause);
    }
    public override void OnCreatedRoom()
    {
        base.OnCreatedRoom();
        Debug.Log("Create Room Success!!");
    }
    public override void OnJoinRandomFailed(short returnCode, string message)
    {
        base.OnJoinRandomFailed(returnCode, message);
        Debug.Log("Failed Join Random Room!!" + returnCode + " | " + message);
    }
    public override void OnJoinedRoom()
    {
        base.OnJoinedRoom();
        Debug.Log("joined Room!!");
    }
    public override void OnJoinedLobby()
    {
        base.OnJoinedLobby();
        Debug.Log("Joined Lobby!!");
    }
}

5.0 完善switch

photonDemo:

    void OnGUI()
    {
        GUI.skin = skin;
        //显示过程中的全部信息
/*        for (int i = 0; i < photonState.Count; i++)
        {
            GUILayout.Label(photonState[i]);
        }*/
        //显示最新的
        GUILayout.Label(photonState[photonState.Count - 1]);

        switch (PhotonNetwork.NetworkClientState)
        {
            case ClientState.Joined:
                JoinedRoomOperation();
                break;
            case ClientState.JoinedLobby:
                JoinedLobbyOperation();
                break;
        }
        if (GUILayout.Button("断开连接"))
        {
            PhotonNetwork.Disconnect();
        }

    }
    private void JoinedLobbyOperation()
    {
        //PhotonNetwork.
    }
    private void JoinedRoomOperation()
    {

    }

6.0 加入房间

6.1 代码:

回调函数添加如下: PhotonCallBack:

    public List<RoomInfo> roomList;
    ///
        public override void OnRoomListUpdate(List<RoomInfo> roomList)
    {
        base.OnRoomListUpdate(roomList);
        this.roomList = roomList;
    }

photonDemo:

    private PhotonCallBackDemo cbDemo;
	///
    private void JoinedLobbyOperation()
    {
        GUILayout.Label("Room List:");
        GUILayout.Label("————————————————————");
        foreach (var item in cbDemo.roomList)
        {
            if (!item.IsOpen || !item.IsVisible)
            {
                continue;
            }
            GUILayout.Label("房间名称:" + item.Name);
            GUILayout.Label("房间信息:" + item.PlayerCount + "/" +item.MaxPlayers);
            if(GUILayout.Button("加入房间"))
            {
                PhotonNetwork.JoinRoom(item.Name);
            }
            GUILayout.Label("--------------------");
        }
        GUILayout.Label("————————————————————");
    }

6.2 测试:

多开几个测试

房间01

房间02

房间03

离开大厅

        if (GUILayout.Button("离开大厅"))
        {
            PhotonNetwork.LeaveLobby();
        }

完整代码:

photonDemo:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
using System;

public class PhotonDemo : MonoBehaviour
{
    public GUISkin skin;
    #region GUI Fields

    private List<string> photonState;
    #endregion
    /// <summary>
    /// 标记上一次的状态
    /// </summary>
    private ClientState previousState;
    private PhotonCallBackDemo cbDemo;
    private string roomName = "room007";
    private string roomMaxCount = "2";

    private void Awake()
    {
        photonState = new List<string>();
        cbDemo = GetComponent<PhotonCallBackDemo>();
    }
    private void Start()
    {

        //初始状态
        previousState = PhotonNetwork.NetworkClientState;

        photonState.Add(previousState.ToString());
    }
    private void Update()
    {
        if (PhotonNetwork.NetworkClientState != previousState)
        {
            //如果当前状态更新,则添加到字典
            photonState.Add(previousState.ToString());
            //更新previous
            previousState = PhotonNetwork.NetworkClientState;
        }
        
    }
    void OnGUI()
    {
        GUI.skin = skin;
        //显示过程中的全部信息
/*        for (int i = 0; i < photonState.Count; i++)
        {
            GUILayout.Label(photonState[i]);
        }*/
        //显示最新的
        GUILayout.Label(photonState[photonState.Count - 1]);

        switch (PhotonNetwork.NetworkClientState)
        {
            //未连接状态
            case ClientState.PeerCreated:
                ConnectToPhotonCloud();
                break;
            case ClientState.Disconnected                                              :
                ConnectToPhotonCloud();
                break;
            case ClientState.ConnectedToMasterServer:
                RoomOperation();
                break;
            case ClientState.Joined:
                JoinedRoomOperation();
                break;
            case ClientState.JoinedLobby:
                JoinedLobbyOperation();
                break;
        }
        if (GUILayout.Button("断开连接"))
        {
            PhotonNetwork.Disconnect();
        }

    }

    private void JoinedLobbyOperation()
    {
        GUILayout.Label("Room List:");
        GUILayout.Label("————————————————————");
        foreach (var item in cbDemo.roomList)
        {
            if (!item.IsOpen || !item.IsVisible)
            {
                continue;
            }
            if (item.MaxPlayers == 0)
            {
                continue;
            }
            GUILayout.Label("房间名称:" + item.Name);
            GUILayout.Label("房间信息:" + item.PlayerCount + "/" +item.MaxPlayers);
            if(GUILayout.Button("加入房间"))
            {
                PhotonNetwork.JoinRoom(item.Name);
            }
        }
        GUILayout.Label("————————————————————");
        if (GUILayout.Button("离开大厅"))
        {
            PhotonNetwork.LeaveLobby();
        }
    }
    private void JoinedRoomOperation()
    {

    }
    /// <summary>
    /// 链接Photon Cloud
    /// </summary>
    private void ConnectToPhotonCloud()
    {
        if (GUILayout.Button("连接"))
        {
            //链接Photon Cloud
            bool connectResult = PhotonNetwork.ConnectUsingSettings();
        }
    }

    /// <summary>
    /// 房间操作
    /// </summary>
    private void RoomOperation()
    {
        GUILayout.Label("情输入房间名称:");
        roomName = GUILayout.TextField(roomName);
        GUILayout.Label("情输入房间最大人数:");
        roomMaxCount = GUILayout.TextField(roomMaxCount);
        if (GUILayout.Button("创建房间"))
        {
            //房间设置
            RoomOptions options = new RoomOptions();
            options.MaxPlayers = byte.Parse(roomMaxCount);
            //创建房间
            PhotonNetwork.CreateRoom(roomName,options);
        }
        if (GUILayout.Button("进入游戏大厅"))
        {
            //进入游戏大厅
            PhotonNetwork.JoinLobby();
        }
        if (GUILayout.Button("加入随机房间"))
        {
            //加入随机房间
            PhotonNetwork.JoinRandomRoom();
        }
    }
}

Photon CallBackDemo:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;

public class PhotonCallBackDemo : MonoBehaviourPunCallbacks
{
    public List<RoomInfo> roomList;
    public override void OnConnected()
    {
        base.OnConnected();
        Debug.Log("Connected");
    }
    public override void OnConnectedToMaster()
    {
        base.OnConnectedToMaster();
        Debug.Log("Connected To MasterServer");
    }
    public override void OnDisconnected(DisconnectCause cause)
    {
        base.OnDisconnected(cause);
        Debug.Log("Disconnected:" + cause);
    }
    public override void OnCreatedRoom()
    {
        base.OnCreatedRoom();
        Debug.Log("Create Room Success!!");
    }
    public override void OnJoinRandomFailed(short returnCode, string message)
    {
        base.OnJoinRandomFailed(returnCode, message);
        Debug.Log("Failed Join Random Room!!" + returnCode + " | " + message);
    }
    public override void OnJoinedRoom()
    {
        base.OnJoinedRoom();
        Debug.Log("joined Room!!");
    }
    public override void OnJoinedLobby()
    {
        base.OnJoinedLobby();
        Debug.Log("Joined Lobby!!");
    }
    public override void OnRoomListUpdate(List<RoomInfo> roomList)
    {
        base.OnRoomListUpdate(roomList);
        this.roomList = roomList;
    }
}

7.0 房间设置

加入房间后,显示房间里的玩家

item.Value.IsLocal 是否为自己

item.Value.NickName 名称

private void JoinedRoomOperation()
    {
        GUILayout.Label("Player List:");
        GUILayout.Label("————————————————————");
        //找到当前房间,在遍历所有玩家
        foreach (var item in PhotonNetwork.CurrentRoom.Players)
        {
            //逐个显示玩家 
            GUILayout.Label(item.Key +" : "+ item.Value.NickName + (item.Value.IsLocal? "√":""));
        }
/*        //之家遍历玩家列表,已经排好序,优先使用
        foreach (var item in PhotonNetwork.PlayerList)
        {
            //逐个显示玩家 
            GUILayout.Label(item.ActorNumber + " : "+ item.NickName + (item.IsLocal ? "√" : ""));
        }*/
        GUILayout.Label("————————————————————");
        if (GUILayout.Button("离开房间"))
        {
            PhotonNetwork.LeaveRoom();
        }
    }

顺序房间

用字典的话,上面的顺序随机,不会排好序

8.0 #玩家准备#

重点,photon未封装。

        //之家遍历玩家列表,已经排好序,优先使用
        foreach (var item in PhotonNetwork.PlayerList)
        {
            //逐个显示玩家 
            GUILayout.Label(item.ActorNumber + " : " + item.NickName + (item.IsLocal ? "√" : ""));
            object isReady = false;
            item.CustomProperties.TryGetValue("Ready",out isReady);//获取玩家属性
            if (isReady == null || !(bool)isReady)
            {
                if (item.IsLocal && GUILayout.Button("准备"))
                {
                    ExitGames.Client.Photon.Hashtable readyHash = new ExitGames.Client.Photon.Hashtable();
                    readyHash.Add("Ready", true);
                    item.SetCustomProperties(readyHash);
                }
                else
                {
                    GUILayout.Label("【未准备】");
                }
            }
            else
            {
                GUILayout.Label("【已准备】");
                if (item.IsLocal && GUILayout.Button("取消准备"))
                {
                    ExitGames.Client.Photon.Hashtable readyHash = new ExitGames.Client.Photon.Hashtable();
                    readyHash.Add("Ready", false);
                    item.SetCustomProperties(readyHash);
                }
            }
            //PhotonNetwork.CurrentRoom.CustomProperties
        }

房间准备

9.0 异端实例化

新建工程,为FPS游戏。

创建UI界面布局如下:

新建代码Launcher.cs,挂载到Canvans组件上, 给按键绑定事件,可以开始测试玩家实例化。

using System.Coallections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using UnityEngine.UI;
using Photon.Realtime;

public class Launcher : MonoBehaviourPunCallbacks
{
    public InputField RoomName;
    public string PlayerPrefabName;
    private bool connectToMaster;
    private bool joinRoom;
    public void ConnectToMaster()
    {
        PhotonNetwork.ConnectUsingSettings();//链接Photon Cloud
        PhotonNetwork.GameVersion = "Alpha";
    }
    public void CreatRoom()
    {
        if (!connectToMaster || joinRoom) return;
        PhotonNetwork.CreateRoom(RoomName.text,
        new RoomOptions() { MaxPlayers = 16 },
        TypedLobby.Default);
    }
    public void JoinRoom()
    {
        if (!connectToMaster || joinRoom) return;
        PhotonNetwork.JoinRoom(RoomName.text);

    }
    public override void OnConnectedToMaster()//回调
    {
        base.OnConnectedToMaster();
        connectToMaster = true;

    }
    public override void OnCreatedRoom()//回调
    {
        base.OnCreatedRoom();
        joinRoom = true;
    }
    public override void OnJoinedRoom()//回调
    {
        base.OnJoinedRoom();
        Debug.Log("Joined Room");
        PhotonNetwork.Instantiate(PlayerPrefabName, Vector3.zero, Quaternion.identity);//通过string名字实例化
    }
}

玩家实例化使用脚本:PhotonNetwork.Instantiate(PlayerPrefabName, Vector3.zero, Quaternion.identity);

在使用前需要在prefab下挂载Photon View组件,且prefab放在Resources目录下。

打包后开启工程,运行两个后,可以看见两个玩家加载进来。

10.0 玩家同步

为prefab添加组件两个

动画同步

posted @   LeslieLei  阅读(135)  评论(0编辑  收藏  举报
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